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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - 3IIIT

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1
UNREAL BLACK THINGS / Re: Under Night In-Birth
« on: September 30, 2012, 12:02:47 PM »
Yeah, that's definitely Sion. And now that I think of it, wasn't Sion a character made specifically for Melty and thus has no official type moon ties?

More or less how I've heard it. She's basically FB's original creation, so they can do whatever they want with her.

2
Other Games / Re: Chaos Code
« on: June 15, 2012, 04:46:31 PM »
I'll just leave this here...

http://www.youtube.com/watch?v=kzgkQH54ifY

3
For me, at least, Seth is the one I most want to see.

Anyway, hopefully FB and Ecole can stick to that Sept 2012 release. If nothing else, so that hopefully after 6-8 months' worth of a successful arcade run, it will be a feasible time to start thinking about that home version! ;D

 

4
The announcement of the comeback mechanic.  :emo: (I mean besides the one where you're good at the game)

I don't mind comeback mechanics so long as they don't give the losing player a huge arbitrary advantage while doing so.  So long as they are not arbitrary, and limited to players own actions.... (P4U's Awakening, SxT's Pandora, etc.), it's not as bad as most players have thought. That said, it's a matter of building these things with that in mind... giving the losing player a chance at making "the comeback" and not become this large red "I win, you lose" button.

And as the industry has shown quickly, this is something that is too easy to get wrong.

Being good at the game gives the losing player a chance at making a comeback.
Coming out on top of any situation (for example with an ultra) because you're rewarded for losing means you don't have to be good or as good at the game.
This makes worse players worse because the need to play well is negated by a degree.

So comeback mechanics are always, always, a bad addition to a fighting game. You may like it because you need the help, but it's just hurting you.

Part of the problem stems from the fact that some developers see a "need" to do something about the basic, inalienable fundamental of a fighting game: some one has to win and some one has to lose. But the comeback mechanic fails to do anything to really get around that. In the end, there is no way to make it so that "everybody is a winner" in the end.

Practically every other type of entertainment that can be taken to a competitive level, from actual sports to Chess to card games, don't have anything akin to this. So, why is it that fighting games "must" have this, I wonder...?

5
Don't cry about it if it doesn't release in Spring.  They'll at least be dropping a load of more information and hopefully gameplay videos for us to drool over.

Oh, I won't cry about it. It's just that I'm hoping that the sooner the game is released in arcades, the sooner the clock on that 6-9 month window of time for the arcade run will start and I can start having nice visions of this game being in my PS3 someday.  :V

6
If they have 50% content then they probably are closer to 75% complete because they more or less finished the programming portion of it.

Also keep in mind that demo builds are commonly branched off of the actual project. So, the project itself could have advanced further than the demo build shows.

Probably so. Demo builds are, in some ways, similar to anything else relating to programming and "milestone" builds, which usually just represent the game at a particular point in time (and hopefully compiles correctly, with no serious programming errors).

I'd like to think that by now, if they're serious about that spring date, every character that stands to be in the game is implemented by now. And now they're largely focused on balancing and whatever story-mode stuff they want to include in the arcade release.

7
http://inbirth.info/topic0021.html. translate request please  :gonk:
And thinking again fot a while, i I found myself agreeing 3iiit  and Forte Wily. A solid arcade port is better. They will have time to think about anything else after.

Yep. It's one of the reasons I'm concerned about the Persona fighter. 3 months or thereabouts for an arcade run may get the game in the hands of consumers sooner, but the other shoe has to drop somewhere...

Anyway, the sooner we here about UNIB starting its arcade release, the better. I would like to be able to play this game before the Mayan calendar predicts that we'll all be eaten alive by UNREAL BLACK THINGS.  :V

8
good news: now they can carry on with more twitter icons!  :V
but "getting serious", hope they reveal more about the game in AOU...and that they release a console version not too long after the game hit the arcades. If they wait too much the hype that the arcade launch can create will disapear before the game hit the consoles (like what happened with chaos code)

To be fair, I don't really think that much is their concern, at the moment. For right now at least, their main thing should be to generate an arcade release that is successful. Then they can feel free to worry about the consumer version, later.

Besides, the more time they take to mull over the consumer version, and insure such things like a quality netcode solution are in place? The better. Because short of FB swallowing their pride and getting ASW's netcode for their own console port, that issue will definitely be something I'll be wondering about.   

9
If that's not the case I heartily apologise.

Yeah...definitely not what I had in mind. I meant more in the way of "continuing a trend".  ;D

But in any case, I'm sure Melty will probably stay around for a while. If nothing else, UNIB is looking to be an entirely different style of game from Melty, so I'm sure that will be more than enough reason for both games to be able to coexist alongside one another.

10
Heh, now that is something I definitely am looking forward to. MB ended having some nice hummable beats, so here's hoping UNIB will be able to continue where its predecessor left off.

If you wont play the new MB just die before saying it's over.

Excuse me...what?

11
Heh, now that is something I definitely am looking forward to. MB ended having some nice hummable beats, so here's hoping UNIB will be able to continue where its predecessor left off.

12
Personally, I think the stages are the weakest point, visually.  They look horribly dated and don't really have a visual style that compliments the sprites.  It's probably the only thing I don't immediately like.

Agreed, however I think the worst part is that they, much like a number of MB's own stages before them, appear so utterly lifeless. I mean, are we to assume these people are always able to fight in places where no person or animal happens to be nearby to watch the festivities? Nothing else EVER goes on while two opponents are fighting each other?  :laffo:

C'mon, FB. If your newest fighting game somehow makes SF2:WW's stages look absolutely vibrant in comparison, something's not quite right...

13
I'm starting to think she is the  mascot character for FB's new title. Because they also use her as there Twitter icon for UNIB. http://twitter.com/#!/inbirthPR

I wouldn't presume that much. In the time that I've been following their Twitter account, I distinctly remember at least Hyde taking what used to be Neco Arc's spot back in February around the game's unveiling. I wouldn't be surprised if others from the UNIB cast get their fair share, eventually (if they haven't already).




14
Second, again... The MB fanbase is a little larger than the hardcore players. With another game from the same makers, you have to assume that they are some expectations with the release. Being somewhat "VN-like" would be one thing that MB had from way back.

You are correct, but overlooking one thing. A great majority of the MB fanbase = Type Moon fans. In fact, the main reason MB did a lot to gain ground as it did, was relying on Type Moon and its fans to help spread the word about what was a great game that served as a (almost) continuation to the Tsukihime storyline and seeing more of their favorite characters.

You know how BlazBlue struggled a bit at its outset (and still does, to some degree), because it's "NOT Guilty Gear"? I can't help but think it will likely be even harder for FB's new product, because in this case, there's no Type Moon branding. Visual Novel aspects in the mix for UNIB or not, it likely won't be compelling enough for those who just want more TM familiarity.

When FB decided to strike out on their own, they were also willing to give up that security blanket that came from having that TM license and die-hard fanbase. Admirable, in a number of respects, but it also means that they effectively have to start from scratch. In fact, a lot of what I've seen thus far showcases that the main ones hyped for this game are the ones who love MB because of it being a fun fighting game and less because of its connection to the "Nasuverse" or whatever. It probably is telling that FB markets UNIB the most at events where those types of people (re: tournament players) stand to be in attendance, in my opinion. Because if they can't sell the game to those players, who else do they have left?


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Awww, now I'm going to be disappointed that's probably not the "100% legit" translation for the story.  ;D

But anyway, thanks for sharing that link!

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I am not so sure that having a "VN-like" aspects would go unnoticed in the Arcade setting, given that one of the bigger targets of UNIB is the MB-fanbase. Having that in the game once it hits the cabs is almost an expected, it would be hard to show it to the MB players otherwise.  But you are right, even with that... it would take more time to create into something more substantial for the Console/PC market (knowing that they would expect more the second that you say "Visual Novel").

Well, sure, it's geared towards MB players. But an arcade release is geared towards those arcade MB players who value the competitive aspects of the game, first and foremost. What content of that sort which may be present in arcade release will likely just be recorded and put on Youtube/Nico soon enough for people to enjoy, relish for a little while and then go back to playing Vs.

Having said that though, French Bread will probably be just fine doing what their rivals at ASW has been doing for a number of years now: have the full-fledged VN Story Mode reserved for the home release.

If the Persona fighter can have a breakdown like that, surely UNIB can do the same. 

But anyway, I like scythe dude. Can't wait to see him in motion.

17
Quote
I imagine that if there's going to be a port, it'll be for the PS3. FB has said before that they don't have much interest in porting things to the 360 (at least for Melty), so it's more likely to hit for the PS3.
Ok, that one is harder to say and the reason that I say that is, simply put, circumstances of Japan and the hardware it's currently on. I am rather sure that they want to port to the PS3. Given that it's distribution in Japan is large, why wouldn't you want to put yourself in large company that the PS3 has. The problem is that given that the system itself is Window-based, the likelihood of the graphics being dictated by DirectX 2D/3D is rather high. Almost all Sony systems tend to use OpenGL (or in the PS3's a subset of that in OpenGL ES) for graphical draw, conversion between the two is... painful. Not that it's impossible... but it is difficult.
If they are going to do (port to the PS3) that expect a wait on release...

On the other hand? If French Bread and Ecole are indeed serious about having a port out in a timely fashion, they could opt to do like SNKP and start working on a console port in tandem with the arcade release, so that they could work out these issues sooner, rather later. I remember there was a lot of talk about this game having a substantial bit of "Visual Novel" aspects in the mix. Obviously, such things would be more appreciated in a port than they would in the arcades, where it's highly likely they won't even be seen by a number of players.

But, we'll see what happens sooner or later, right? In any case, we'll likely be waiting anywhere between 6-12 months after it starts its run in the arcades anyway, so the sooner the arcade release happens, the better!

18
Well, judging by the RingEdge in the upper right, I guess all that NESiCA speculation can finally come to an end...

Ah well, here's to new info coming soon.

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I don't think so, really. If anything, the two shows, for the most part, cater to two different interests.

I mean, unless French Bread was going to be doing it like Atlus and ASW's new Persona fighter and have a NESiCA arcade release + console port within months of each other...

20
AM Show according to the the official website (http://www.am-show.jp/) will be happening 9/15-9/16.

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http://www.ustream.tv/recorded/17023146

Well, here's a recording of that stream that occurred.

Quote from: Tachyon @ Dustloop
Majority of the questions were concerning MBAACC.

Most of the responses for a number of questions were not definitive (i.e. Wakaranai!"). I guess they just couldn't answer a lot of them at this time. They don't seem interested to develop ports on the 360.

- http://www.dustloop.com/forums/showthread.php?11035-Under-Night-In-Birth-(New-French-Bread-Fighting-Game)&p=1123863&viewfull=1#post1123863

Guess we'll have to wait for AM Show for anything relating to UNIB specifically.

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That is why I don't think that Ecole will be willing to make an exclusive if this turns out to be the case. It would lessen distribution costs to just toss the game on the network(s) to buy and let the operators deal with if they want it or not from their hardware manufacturer of choice.

But also keep in mind that Sega has been keeping an eye on their amusement (read: Arcade system and places) side of business, and they are a large international corporation with many channels. Tatio, not so much. I honestly don't think that Sega would simply let this pass without doing something, given FB's track record. If anything, The House of Sonic still has much cash to burn.... and that would be the usual response if Ecole has those aspirations to leave.

Oh and last I checked, SNK moved to Tatio's Type^2 for hardware a while back. How has that been an issue?

To put it bluntly: the costs. Basically, everything relating to how XII went down put a bad taste in a lot of people's mouths and it was no different in Japanese arcades. XII failed to deliver on anyone's expectations, for the costs that were entailed. And then a console port was rushed out, which left Arcade Operators PISSED. For it left them stuck with arcade hardware that was sitting around, doing nothing, while people were happily going back to the UMs. 

So much did XII change things for SNKP, that they had to make deals with Konami to act as the publisher for the arcade release of XIII. Likely done to make it so that operators felt that they had a little more "security" when it came to committing to another investment to buy the hardware.

So, yeah, the whole XII episode stands as arguably one of the "worst case scenarios" in this vein. Even so, I'd like to think that FB and Ecole wouldn't turn a blind eye to that much, seeing how UNIB represents their own first foray in HD, and that much of an investment is expensive as it is. Sega may be looking out for their interests, but FB, especially, has to be considering their own stake in their future.

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the platform being NESiCA[!?] until September.

You know, it just hit me that the platform might be negligible... It's going to be a networked game regardless (update, and so on), on systems that both have an window's based OS and hardware structure. There would not be many differences if the code to the game itself was made to be somewhat portable (which is a good idea despite hardware loyalty).

Granted, I doubt that Sega would be happy with that but Ecole goes that way they take FB with it. There is not a lot that Sega can really do to keep them in one spot.

Good point. Plus in the arcade market, much like everything else relating to the game industry, it's getting harder and harder for the "little" guy to make any penetration in the market. Even more so when arcade hardware costs several arms and legs, and operators have to be very choosy with what units they'll buy.

So, as much as I'm sure this will be the bane of all prospective arcade importers outside of Japan, Ecole and FB may make this choice, because it will at least give them a chance to get out there on the market, without necessarily having to deal with the costs of hardware distribution (which is the very thing that has plagued SNK for both KOFXII and XIII alike).


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To me, the most poignant piece of information seems to point to how FB has definitely turned in their Donjon card. Understandable, with their big push to go more commercial/mainstream, but I guess that effectively closes the book on their days of developing the likes of Ragnarok Battle Offline and Glove On Fight on the PC.

Hopefully, this just points to more people being able to play their games.

25
That's actually...more than likely...

Well, whatever happens, I hope it's all good. On that note, I'm hoping FB is all good too. Haven't heard from them yet on Twitter yet...

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